In typical RPG game items can be represented just as sprites in inventory and also be equipped on character. I do not like idea that I have the same sprite twice: in unity as a normal sprite asset, that can be bundled into unity-atlas. And one more time as some totally different spine atlas part with different shaders etc.
Can it be managed somehow better? In ideal case I would like the following conditions to be met. Let's make it on simple example of sword.
1) I only once have my sword sprite added in game. It is just regular unity sprite and it is not part of atlas until the unity packs all sprites into build. So I can easily adjust it.
2) I can change this sprite at runtime, for example replace brozne sword with steel sword or even fire sword.
3) I still can equip my sword on spine-based character. I still can enjoy all benifits of Spine skeleton and animations. I want possible using mesh animations on this sword inside Spine.
4) Scalability: if I have 10 sword in game and I want to add 1 more, I do not need to repack all characterrs atlasses once again, possible producing 100mb changes in git only by adding a sword or even adjusting single pixel in sword sprite.
Is it possible? Or at least partly possible?